Graphics#removeChildren()
  • References/Game Development/Phaser/Graphics/Graphics

removeChildren(beginIndex, endIndex) Removes all children from this container that are within the begin and end indexes.

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RenderTexture#setFrame()
  • References/Game Development/Phaser/Graphics/RenderTexture

setFrame(frame) Specifies the region of the baseTexture that this texture will use. Parameters

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BitmapData#blendHue()
  • References/Game Development/Phaser/Graphics/BitmapData

blendHue() → {Phaser.BitmapData}

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BitmapData#blendDestinationAtop()
  • References/Game Development/Phaser/Graphics/BitmapData

blendDestinationAtop() → {Phaser.BitmapData}

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BitmapData#render()
  • References/Game Development/Phaser/Graphics/BitmapData

render() → {Phaser.BitmapData}

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BitmapData#blendOverlay()
  • References/Game Development/Phaser/Graphics/BitmapData

blendOverlay() → {Phaser.BitmapData}

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RenderTexture#baseTexture
  • References/Game Development/Phaser/Graphics/RenderTexture

baseTexture : PIXI.BaseTexture The

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RenderTexture#crop
  • References/Game Development/Phaser/Graphics/RenderTexture

crop :Rectangle This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering,irrespective

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Graphics#renderOrderID
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] renderOrderID : number The render order ID is used internally by the renderer and

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Graphics#inWorld
  • References/Game Development/Phaser/Graphics/Graphics

[readonly] inWorld : boolean Checks if the Game Objects bounds are within, or intersect at

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